Gaming machine

ABSTRACT

A slot machine in which the slot game runs both a base game and a battle bonus game. When the battle bonus game is performed, a special video reel  221  is recomposed using symbols randomly selected from a plurality of different symbols (except the symbol scatter  101 ) comprising a base video reel  100  used for the base game. The battle bonus game is performed using this recomposed special video reel  221.

CROSS REFERENCE TO RELATED APPLICATIONS

This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2005-342665 filed on Nov. 28, 2005 in the Japanese Patent Office; the entire content of which is incorporated by reference herein for all purposes.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine such as a slot machine or the like.

2. Description of the Related Art

Conventional gaming machines, such as the slot machine disclosed in Japanese Unexamined Patent Application Publication No. 2004-57221 for example, provide a free game performed separate from the base game. When the transition occurs from the base game to the free game, a game is played to determine the number of free games. This game to determine the number of free games determines the number of free games that will be run and the payout rate for a win.

The number of free games that are run as well as the payout rate for each prize change each time a free game is run. The content of the free game itself however, is the same as that of the base game.

SUMMARY OF THE INVENTION

According to a first aspect of the present invention, a gaming machine (e.g. slot machine 1) has a display on which a plurality of symbols are displayed; and a processor in communication with the display, wherein the processor is operable to determine a plurality of symbols used in a game from the plurality of symbols displayed on the display, and to execute the game using the symbols determined to be used in the game.

According to this first aspect of the present invention, some of the symbols displayed on the display are used in the game. The symbols used in the game are selected each time a game is run from among the symbols displayed on the display.

According to a second aspect of the present invention, a gaming machine has a display; a memory; and a processor in communication with the display and the memory, wherein the processor is operable to cause the display to display a base game, to determine whether or not a specified condition arises as the base game is run, to determine a plurality of symbols used in a special game from a plurality of different symbols stored in the memory and used in the base game, and to cause the display to display the special game using the plurality of symbols determined to be used in the special game.

According to this second aspect of the present invention, when the specified condition arises during the base game, some of the symbols used in the base game are determined to be used in the special game.

According to a third aspect of the present invention, a gaming machine has a display; a memory; and a processor in communication with the display and the memory, wherein the processor is operable to determine a plurality of symbols used in a second game from a plurality of different symbols stored in the memory and used in a first game, and to cause the display to display the second game using the symbol determined to be used in the second game.

According to this third aspect of the present invention, some of the symbols used in the first game are used in the second game.

According to a fourth aspect of the present invention, a method of playing a game has the steps of: determining a plurality of symbols used in the game from a plurality of symbols; and executing the game using the symbols determined to be used in the game.

According to this fourth aspect of the present invention, some of the symbols determined from a plurality of symbols are used in the game.

According to a fifth aspect of the present invention, a method of operating a gaming machine having a display, a processor operably coupled to at least one of the display and a memory, and the method comprises steps of: causing the display to display a base game; determining whether or not a specified condition arises as the base game is run; determining a symbol used in a special game from a plurality of different symbols stored in the memory and used in the base game; and causing the display to display the special game using a selected symbol.

According to this fifth aspect of the present invention, when the specified condition arises during the base game, some of the symbols used in the base game are determined to be used in the special game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows an example of a recomposition of a special video reel using symbols selected from the base video reel;

FIG. 2 is a perspective view of a slot machine according to a first embodiment of the present invention;

FIG. 3 shows the nine variable display parts of the slot machine shown in FIG. 2;

FIG. 4 shows the eight winning lines of the slot machine shown in FIG. 2;

FIG. 5 is a block diagram showing an example of the control system of the slot machine shown in FIG. 2;

FIG. 6 is a block diagram showing an example of the liquid crystal driving circuit of the slot machine shown in FIG. 2;

FIG. 7 shows a symbol line (video reel) that is variably displayed while each variable display part of FIG. 3 is scrolled during a game;

FIG. 8 shows the lottery table for symbols displayed stopped for when the nine variable display parts of FIG. 3 are used when a game is played;

FIG. 9 shows the winning combinations and payouts for when the nine variable display parts of FIG. 3 are used when a game is played;

FIG. 10 is a flowchart of the main process program for the slot machine shown in FIG. 2;

FIG. 11 is a flowchart of the start receive process program of FIG. 10;

FIG. 12 is a flowchart of the lottery process program of FIG. 10;

FIG. 13 is a flowchart of the game process program of FIG. 10;

FIG. 14 is a flowchart of the other game process program of FIG. 10;

FIG. 15 shows an example of each of the scatter symbols displayed stopped on the three variable display parts of the lower liquid crystal display;

FIG. 16 shows the content displayed in the lower liquid crystal display when the shell chance game is in progress;

FIG. 17 shows the table used when determining the inside content of each shell for the shell chance game;

FIG. 18 shows an example of the display of the inside content of each shell in the lower liquid crystal display during the shell chance game;

FIG. 19 is a flowchart of the battle bonus process program of FIG. 14;

FIG. 20 is a flowchart of the symbol selection process program of FIG. 19;

FIG. 21 is an example of the table used when a symbol is selected from the base video reel during the battle bonus game;

FIG. 22 shows the content of the lower liquid crystal display when the battle bonus game is in progress;

FIG. 23 shows the content of the lower liquid crystal display and the upper liquid crystal display when the battle bonus game is in progress;

FIG. 24 shows an outline of the lottery table for the symbols displayed stopped when, during the battle bonus game, the game uses the nine variable display parts; and

FIG. 25 shows an example of the lottery table for the symbols displayed stopped when, during the battle bonus game, the game uses the nine variable display parts.

DETAILED DESCRIPTION OF THE INVENTION

An example of an embodiment of the slot machine according to the present invention will now be described with reference to the drawings. Firstly, an outline of the configuration of the slot machine relating to this embodiment will be described with reference to FIG. 2 to FIG. 5. FIG. 2 is a perspective view of a slot machine according to a first embodiment of the present invention. FIG. 3 shows the nine variable display parts of the slot machine shown in FIG. 2. FIG. 4 shows the eight winning lines of the slot machine shown in FIG. 2 and FIG. 5 is a block diagram showing an example of the control system of the slot machine shown in FIG. 2.

In FIG. 2, the slot machine 1 has a cabinet 2 forming the whole. An upper liquid crystal display 3 is disposed to the front at the upper part of the cabinet 2. In the frontal, center part of the cabinet 2, on the inner side of an equipment front panel 20, a lower liquid crystal display 4 is provided. The upper liquid crystal display 3 and the lower liquid crystal display 4 are comprised of ordinary liquid crystal displays. A transparent touch panel 201 is disposed at the front surface of the lower liquid crystal display 4. The method of playing the game, the payout table 123 showing the different kinds of winning combinations and the payouts for those (refer to FIG. 9 following) as well as information concerning the game such as the different kinds of effects and the like, are displayed on the upper liquid crystal display 3. The nine variable display parts 22A-22C, 23A-23C and 24A-24C are displayed in the lower liquid crystal display 4, as shown in FIG. 3, moreover, as shown in FIG. 4, a maximum of eight winning lines, L1-L8 are also displayed on the lower liquid crystal display 4. Each of the symbols comprising the base video reel 100 of FIG. 7 as described subsequently, are variably displayed as they scroll from the right toward the left, inside each of the variable display parts 22A-22C, 23A-23C and 24A-24C.

A control table 5 that protrudes out frontward, is disposed in the lower part of the lower liquid crystal display 4, and on this control table 5 starting from the furthest left side are arranged a change button 6, a payout button 7, and a help button 8 while to the right of the help button 8 a coin insertion part 9 and bills insertion part 10 are arranged. Arranged from left to right on that part of the control table 5 closest to a player are a 1-bet button 11, a spin (spin/repeat bet) button 12, a 3-bet button 13, a 5-bet button 14 and an 8-bet button 15.

The change button 6 is a button that is pressed when changing bills inserted into the bills insertion part 10. Coins issued as change are paid in to a coin receiving part 17 from a coins payout opening 16 disposed in the lower part of the cabinet 2. A change switch 62, as described subsequently, is installed in the change button 6. If the change button 6 is pressed a switch signal is output from the change switch 62 to the CPU 50 (refer FIG. 5).

The payout button 7 is a button that is pressed when a game finishes. Once the payout button 7 is pressed coins acquired during the game are paid out from the coins payout opening 16 to the coin receiving part 17. A cashout switch 63 as described subsequently is installed in the payout button 7. When the payout button 7 is pressed a switch signal is output from the cashout switch 63 to the CPU 50 (refer FIG. 5).

The help button 8 is pressed when a player is unsure about the method of controlling the game for example. When the help button 8 is pressed, different kinds of help information are displayed on the upper liquid crystal display 3. A help switch 64, as described subsequently, is installed in the help button 8. When the help button 8 is pressed a switch signal is output from the help switch 64 to the CPU 50 (refer FIG. 5).

A coin sensor 65, as described subsequently, is arranged in the coin insertion part 9. When a coin is inserted in the coin insertion part 9, a coin detection signal is output via the coin sensor 65 to the CPU 50 (refer FIG. 5).

A bill sensor 66, as described subsequently, is arranged in the bills insertion part 10. When a bill is inserted in the bills insertion part 10, a bills detection signal is output via the bill sensor 66 to the CPU 50 (refer FIG. 5).

Each time the 1-bet button 11 is pressed a single bet is made. A 1-bet switch 58, as described subsequently, is installed in the 1-bet button 11. When the 1-bet button 11 is pressed, a switch signal is output from the 1-bet switch 58 to the CPU 50 (refer FIG. 5).

When the spin/repeat bet button 12 is pressed, a game commences with the number of bets at that time, and of each of the different symbols commences in each of the variable display parts 22A-22C, 23A-23C and 24A-24C in the lower liquid crystal display 4. A spin switch 57, as described subsequently, is installed in the spin/repeat bet button 12. When the spin/repeat bet button 12 is pressed, a switch signal is output from the spin switch 57 to the CPU 50 (refer FIG. 5). The number of bets that can be placed when the spin/repeat bet button 12 is pressed is 1, 2, 3, 5 or 8 bets.

When the 3-bet button 13 is pressed, three bets are placed. A 3-bet switch 59 as described subsequently, is installed in the 3-bet button 13. When the 3-bet button 13 is pressed, a switch signal is output from the 3-bet switch 59 to the CPU 50 (refer FIG. 5).

When the 5-bet button 14 is pressed, five bets are made. A 5-bet switch 60, as described subsequently, is installed in the 5-bet button 14. When the 5-bet button 14 is pressed, a signal is output from the 5-bet switch 60 to the CPU 50 (refer FIG. 5).

When the 8-bet button 15 is pressed, eight bets are made. An 8-bet switch 61, as described subsequently, is installed in the 8-bet button 15. When the 8-bet button 15 is pressed, a signal is output from the 8-bet switch 61 to the CPU 50 (refer FIG. 5).

The number of bets that can be placed by operating the 1-bet button 11, the spin/repeat bet button 12, the 3-bet button 13, the 5-bet button 14 and the 8-bet button 15 is 1, 2, 3, 5 and 8 respectively. When the number of bets is 1, the activated pay line is any one from among lines L1-L8. When the number of bets is two, the activated pay lines are any two from among the lines L1-L8. When the number of bets is three, the activated pay lines are any three from among the lines L1-L8. When the number of bets is five, the activated pay lines are any five from among the lines L1-L8. When the number of bets is eight, the activated pay lines are all from among the lines L1-L8.

It is also possible to have a machine in which a separate button is installed that enables all eight lines from among L1-L8 to become the activated pay lines by a single bet.

Hereinafter, to facilitate a concise explanation, unless specifically stated otherwise, it is assumed that the game is proceeding in the condition in which all eight lines L1-L8 are activated pay lines.

The coins payout opening 16 and the coin receiving part 17 for receiving coins paid out from the coins payout opening 16 are disposed in the lower part of the cabinet 2. Inside the coins payout opening 16 a coins detection part 73, as described subsequently, that is comprised of a sensor and other parts, is installed. The coins detection part 73 detects the number of coins paid out from the coins payout opening 16 (refer FIG. 5).

The symbols used when a game is played on the slot machine 1 will now be described. FIG. 7 shows symbol lines (video reel) that are variably displayed while each variable display part 22A-22C, 23A-23C and 24A-24C of the lower liquid crystal display 4 is scrolled during a game.

The symbol line consists of 10 symbols comprising the base video reel 100, these being scatter 101, sea turtle 102, mudskipper 103, seahorse 104, hermit crab 105, blue tang 106, ammonite 107, clownfish 108, seal 109 and swordfish 110.

The configuration of the control system of the slot machine 1 will now be described with reference to FIG. 5. FIG. 5 is a block diagram showing an example of the control system of the slot machine shown in FIG. 2.

As shown in FIG. 5, the control system of the slot machine 1 is comprised basically centered around the CPU 50. ROM 51 and RAM 52 are connected to the CPU 50. As described subsequently, the ROM 51 stores the main process program, the start receive process program, the lottery process program, the game process program, the lottery tables for selecting the symbols displayed stopped during the game and other programs required to control the slot machine 1 as well as data tables and the like. The RAM 52 acts as memory for temporary storage of different kinds of data calculated by the CPU 50.

Further, a clock pulse generation circuit 53 for generating reference clock pulse and frequency divider 54 are connected to the CPU 50, as are a random number generation circuit 55 for generating random numbers and a random number sampling circuit 56. Random numbers sampled via the random number sampling circuit 56 are used for selection of each kind of winning combination etc. Moreover, the spin switch 57 associated with the spin/repeat bet button 12, the 1-bet switch 58 associated with the 1-bet button 11, the three bet switch 59 associated with the 3-bet button 13, the 5-bet switch 60 associated with the 5-bet button 14, the 8-bet switch 61 associated with the 8-bet button 15, the change switch 62 associated with the change button 6, the cashout switch 63 associated with the payout button 7 and the help switch 64 associated with the help button 8 are each connected respectively to the CPU 50. The CPU 50 exercises control to execute the different kinds of operation corresponding to each respective button based on the switch signals output from each of these switches when the appropriate button is pressed.

Moreover, the coin sensor 65 arranged in the coin insertion part 9 and the bill sensor 66 arranged in the bills insertion part 10 are each connected to the CPU 50. The coin sensor 65 detects coins inserted from the coin insertion part 9. The CPU 50 calculates the number of coins input, based on a coin detection signal output from the coin sensor 65. The bill sensor 66 detects the amount and type of bills input from the bills insertion part 10. The CPU 50 acquires the value of bills inserted based on a bills detection signal output from the bill sensor 66 and calculates the number of coins equivalent to that value.

A hopper 71 is connected to the CPU 50 via a hopper driving circuit 70. When a drive signal is output from the CPU 50 to the hopper driving circuit 70, the hopper 71 pays out the required number of coins from the coins payout opening 16.

Further, the coins detection part 73 is connected to the CPU 50 via a payout complete signal circuit 72. The coins detection part 73 is disposed inside the coins payout opening 16. Once the detection has been made that the required number of coins has been paid out from the coins payout opening 16, a coin payout detected signal is output from the coins detection part 73 to the payout complete signal circuit 72. Once the coin payout detected signal has been output, the payout complete signal circuit 72 outputs a payout complete signal to the CPU 50. Moreover the upper liquid crystal display 3 and the lower liquid crystal display 4 are connected to the random number generation circuit 55 via a liquid crystal driving circuit 74. The upper liquid crystal display 3 and the lower liquid crystal display 4 are thus controlled by the CPU 50.

As shown in FIG. 6, the liquid crystal driving circuit 74 comprises program ROM 81, image ROM 82, an image control CPU 83, work RAM 84, the video display processor (VDP) 85 and video RAM 86. The program ROM 81 houses a program for image control for the display on the upper liquid crystal display 3 and the lower liquid crystal display 4 as well as all kinds of selection tables. The image ROM 82 houses for example, dot data required for forming the images of all the kinds of images required for the demo effects and the battle bonus game performed on the upper liquid crystal display 3 and the lower liquid crystal display 4, all kinds of help information and payout tables displayed on the upper liquid crystal display 3, and the symbols of the base video reel 100 shown in FIG. 7, displayed on the lower liquid crystal display 4 in the variable display parts 22A-22C, 23A-23C and 24A-24C. The image control CPU 83 determines the images to be displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 from among dot data stored in advance inside the image ROM 82, in conformance with an image control program stored in advance in the program ROM 81, based on parameters set in the CPU 50. The work RAM 84 is configured as a temporary storage means operating when the image control program is run by the image control CPU 83. The VDP 85 forms an image coordinated to the display content determined at the image control CPU 83 and outputs this to the upper liquid crystal display 3 or the lower liquid crystal display 4. In this way, each of the symbols of the base video reel 100 shown in FIG. 7 for example, can be variably displayed or displayed stopped on the variable display parts 22A-22C, 23A-23C and 24A-24C on the lower liquid crystal display 4 (refer FIG. 3). The video RAM 86 is configured as a temporary storage means that operates when an image is formed at the VDP 85. For example, as shown in FIG. 1, the video RAM 86 is used when the special video reel 221 is recomposed from the base video reel 100.

When the display of each of the symbols displayed changing in each of the variable display parts 22A-22C, 23A-23C and 24A-24C as the base video reel 100 scrolls is stopped, each of symbols is displayed stopped in the variable display parts 22A-22C, 23A-23C and 24A-24C. As shown in FIG. 9, each of the winning combinations is set in advance in relation to each kind of combination of the symbols. When the combination of symbols corresponding to the winning combination is displayed stopped over the activated pay lines L1-L8, coins corresponding to that winning combination are paid out from the coins payout opening 16. No further explanation of this is provided here as it is the same on this point as conventional slot machines.

As shown in FIG. 5 the transparent touch panel 201 is connected to the CPU 50 via a touch panel driving circuit 202. The transparent touch panel 201, as described above, is installed over the screen of the lower liquid crystal display 4. The CPU 50 receives, via touch panel driving circuit 202, information on the position of coordinates on that part that is touched by a player, and, based on this coordinates position information, can determine where on the transparent touch panel 201 the player has touched.

Further, an LED 78 is connected to the CPU 50 via an LED driving circuit 77. A plurality of these LED 78 are arranged on the front surface of the slot machine 1 and when each kind of effect is performed, the flashing of these LED is controlled through the LED driving circuit 77 based on a drive signal from the CPU 50. Moreover, a sound output circuit 79 and speakers 80 are connected to the CPU 50. The speakers 80 generate different kinds of sound effects, based on a signal output from the sound output circuit 79, when each kind of effect is performed.

The lottery tables used when determining the symbols to display stopped in each of the nine variable display parts 22A-22C, 23A-23C and 24A-24C when a game is played on the slot machine 1 using those variable display parts, will now be described with reference to FIG. 8. FIG. 8 shows the lottery table for symbols displayed stopped when the nine variable display parts of FIG. 3 are used when a game is played. The lottery tables shown in FIG. 8 are stored in the ROM 51.

The symbols displayed stopped in the variable display parts 22A-22C, 23A-23C and 24A-24C, are determined for each of those variable display parts. Each of code number [0]-[9] is allocated to each of those symbols comprising the base video reel 100 shown in FIG. 7, in succession from the left, and the lottery table shown in FIG. 8 is prepared. Nine random numbers corresponding to each of those variable display parts 22A-22C, 23A-23C and 24A-24C are sampled via the random number sampling circuit 56.

The variable display part 23A will now be described to provide an example. When the random number value sampled via the random number sampling circuit 56 is a 0 or 1, the symbol scatter 101 corresponding to the code number of [0] is displayed stopped over the variable display part 23A, and in the same manner, each of the code numbers [1]-[9] is utilized in accordance with the lottery table shown in FIG. 8.

The other variable display parts 22A-22C, 23B and 23C and 24A-24C are the same as the variable display part 23A described above).

The winning combinations and their corresponding payouts occurring when a game is played on the slot machine 1 utilizing the variable display parts 22A-22C, 23A-23C and 24A-24C will now be described with reference to FIG. 9. FIG. 9 shows the winning combinations and payouts for when the nine variable display parts are used when a game is played.

The payout table 123 shown in FIG. 9 is comprised of any odds payout table 121 and the line odds payout table 122, stored in the ROM 51.

The any odds payout table 121 shows the payout provided for each symbol, in coordination with the number of the same symbol that are displayed stopped over the activated pay line (refer FIG. 4). For example, when the code numbers for the five variable display parts on the activated pay line (refer FIG. 4) are any of [2]-[19], the player wins “Sea turtle any 5” and obtains a payout of [1] (refer FIG. 9). Here, sea turtle 102 has been displayed stopped on the five variable display parts on the activated pay line (refer FIG. 4). In the same manner, each payout for any odds is performed based on the any odds payout table 121 shown in FIG. 9.

The line odds payout table 122 shows the payout provided for each symbol, in coordination with the activated pay line (refer FIG. 4) for which the same symbol is displayed stopped on all the variable display parts. For example, if the code numbers for all of the variable display parts on one of the activated pay lines from among any of the activated pay lines (refer FIG. 4) are any of [2]-[19], the winning combination on that activated pay line (refer FIG. 4) is “sea turtle-sea turtle-sea turtle”, and a payout of [5] is obtained (refer FIG. 9). Here, sea turtle 102 is displayed stopped (refer FIG. 7) over all of the variable display parts on that activated pay line. When there are a plurality of activated pay lines (refer FIG. 4) displaying the combination of “sea turtle-sea turtle-sea turtle”, a payout is obtained of that number of the activated pay lines multiplied by [5]. In the same manner, each payout for line odds is performed based on the line odds payout table 122 shown in FIG. 9.

When the variable display part code number is [0] or [1], the symbol scatter 101 (refer FIG. 7) is displayed stopped on that variable display part. If three or more of the symbol scatter 101 is displayed stopped on the activated pay lines, the shell chance game commences on the lower liquid crystal display 4.

FIG. 15 shows an example in which the symbol scatter 101 is displayed stopped on three variable display parts in the lower liquid crystal display 4. In this example, when all of the three scatter 101 symbols are displayed over any of the variable display lines, the player proceeds to the shell chance game.

When proceeding to the shell chance game, as shown in FIG. 16, firstly, five shells 211 are displayed in the lower liquid crystal display 4. Inside of the five shells 211 can be any of [A], [B], [10], [20] or [30]. For this embodiment, the random number sampling circuit 56 is used for each of the shells 211, to sample random number values within the range from 0-127. The content of each of the shells 211 is determined based on the random numbers sampled and the table as shown in FIG. 17.

According to table 17, when the sampled random number value is anywhere between [0]-[26], [A] is selected as the content of shell 211. When the sampled random number value is anywhere between [27]-[53], the content [B] is selected as the content of the shell 211. When the sampled random number value is between [54]-[78], the content [10] is selected as the content of the shell 211. When the sampled random number value is between [79]-[104], the content [20] is selected as the content of the shell 211. When the sampled random number value is anywhere between [105]-[127], the content [30] is selected as the content of the shell 211.

Once the player, using the transparent touch panel 201, selects one shell from among the five shells 211 displayed on the lower liquid crystal display 4, one of [A], [B], [10], [20] or [30] is displayed as the content of the shell 211. At this time, an arrow appears on the lower liquid crystal display 4 indicating the shell selected by the player. FIG. 18 shows the example when the player has selected the shell 211 that is fourth from the left.

When the content of the shell 211 selected by the player is [A], the player can proceed to another bonus game. A description of the content of the other bonus game is not provided here. When the content of the shell 211 selected by the player is [B], the player can proceed to the battle bonus game. A description of the content of the battle bonus game is provided subsequently. When the content of the shell 211 selected by the player is [10], a payout of [10] is obtained. When the content of the shell 211 selected by the player is [20], a payout of [20] is obtained. When the content of the shell 211 selected by the player is [30], a payout of [30] is obtained.

It may be suitable that the system operates so as to determine the contents of the shells 211 such that [at least one] of the five shells 211 shown in FIG. 16 contains [A] or [B], in order to maintain a condition in which the other bonus game or the battle bonus game can be selected by the player. For example, after the content of the five shells 211 has been determined using the table of FIG. 17, the system would investigate to see whether [A] or [B] is housed in any of the five shells. If [A] or [B] is contained in any of the five shells 211, the system proceeds to the next process. If [A] or [B] is not contained in any of the five shells, the system would select one of the five shells 211 and put [A] or [B] in the shell thus selected.

The battle bonus game will now be described. In the battle bonus game a player does not place bets with coins, rather, in this embodiment, the game is performed with five games in succession. The number of games in this succession can be selected by a lottery at the time of transition to the battle bonus game. In the battle bonus game, because the probability of obtaining a kind of winning combination is higher, the special video reel 221 (refer FIG. 1) recomposition of symbols selected from each of the symbols (except the symbol scatter 101) of the base video reel 100 is used, and the varying display and stopped display of the symbols is performed on each of the variable display parts 22A-22C, 23A-23C and 24A-24C of the lower liquid crystal display 4. Each of the symbols constituting the special video reel 221 is selected (refer FIG. 1) at a lottery probability ratio of 1/2 from each of the symbols (except scatter 101) of the base video reel 100.

FIG. 21 is an example of the table used when determining whether or not to select a symbol from each of the symbols of the base video reel 100 as a symbol for the special video reel 221. Each of the symbols (except scatter 101) of the base video reel 100 are selected, in the case of this embodiment, by a lottery performed via the table of FIG. 21 and the random number sampling circuit 56 to provide random number values sampled from within the range 0-127.

That is to say, when the sampled random number value is any of [0]-[63] the appropriate symbol is selected and when the value of the sampled random number is any of [64]-[127] the appropriate symbol is not selected.

Then, using each symbol selected by this lottery from among the symbols (except scatter 101) of the base video reel 100 the special video reel 221 (refer FIG. 1) is recomposed for use during the battle bonus game. In the example shown in FIG. 1, the result of the lottery performed for each symbol of the base video reel 100 is that each of the symbols sea turtle 102, hermit crab 105, clownfish 108 and swordfish 110 are selected, such that the special video reel 221 used for the battle bonus game is recomposed using the four symbols 102, 105, 108 and 110 as selected. Hereafter, for the sake of convenience of explanation, the symbol 221 may indicate the special video reel shown in FIG. 1 or simply a special video reel used in the battle bonus game.

When the special video reel 221 is recomposed for use in the battle bonus game, firstly, as shown in FIG. 22, an image consisting of a collection of each of the symbols (except scatter 101) of the base video reel 100 is shown on the lower liquid crystal display 4 with a seabed scene as the background. Then, this image in which each of the symbols (except scatter 101) of the base video reel 100 is collected against a seabed scene background is displayed on the upper liquid crystal display 3, instead of the lower liquid crystal display 4. Thereafter, from the upper liquid crystal display 3, comic images are displayed of each of these symbols (except scatter 101) of the base video reel 100 in battle. Thereafter, as shown in FIG. 23 for example, only symbols selected by the above described lottery are displayed. On the one hand, on the lower liquid crystal display 4, in each of the nine variable display parts 22A-22C, 23A-23C and 24A-24C a single symbol of the special video reel 221 for the battle bonus game recomposed using the symbol selected by that lottery, is displayed randomly.

In this way, the slot game preparations are completed for the battle bonus game, and, using the special video reel 221, the same processes are performed as those used for the base game. At this time the number of symbols comprising the special video reel 221 is smaller than the number of symbols comprising the base video reel 100. Accordingly, when the symbols displayed stopped on each of the variable display parts 22A-22C, 23A-23C and 24A-24C are determined, the lottery table shown in FIG. 24 is used instead of the lottery table shown in FIG. 8.

The lottery table shown in FIG. 24 has an arrangement of the physical structure that is suitable for the case in which the number of symbols comprising the special video reel 221 is smaller than the number of symbols comprising the base video reel 100. The lottery table in FIG. 24 is newly created as the special video reel 221 is recomposed, by allocating a random number starting from 0, one by one, to each of the symbols of the special video reel 221. In order to enable a newly created lottery table to be used and the symbols to be displayed stopped to be determined, the range of random numbers sampled via the random number sampling circuit 56 is the range from 0 to the maximum value allocated. For example, when the four symbols sea turtle 102, hermit crab 105, clown fish 108 and swordfish 110 are selected as the symbols to comprise the special video reel 221 as shown in FIG. 1, a lottery table as shown in FIG. 25 is newly created with a random number starting from 0 allocated one by one for each symbol, such that the range of random numbers sampled by the random number sampling circuit 56 is 0-3.

The number of symbols comprising the special video reel 221 used in the battle bonus game in general represents a case in which there is a substantially smaller number than the number of symbols comprising the base video reel 100 used in the base game, such that in the case of the battle bonus game, what is called the hit ratio is substantially higher in comparison to the base game and therefore a player is more likely to be able to receive a large number of coins. In the example shown in FIG. 24, as the lottery probability ratio of each of the symbols comprising the special video reel 221 is equal, where the symbols comprising the symbol combination for a winning combination having a high payout (e.g. swordfish 110, seal 109 etc.) comprise the special video reel 221 there will be a substantial number of cases in which a high payout winning combination is realized (hit).

The main process program for running a slot machine 1 will now be described with reference to FIG. 10. FIG. 10 is a flow chart of the main process program. In FIG. 10, firstly, at step (hereinafter “S”) 11, the start receive process of FIG. 11, described subsequently, is performed, which involves receiving switch signals output from the spin switch 57, the 1-bet switch 58, the 3-bet switch 59, the 5-bet switch 60 and the 8-bet switch 61 based on operation of the spin/repeat bet button 12, the 1-bet button 11, the 3-bet button 13, the 5-bet button 14 and the 8-bet button 15. At the point at which the switch signals output from each switch are received the game commences.

At S12, the lottery process of FIG. 12, described subsequently, is performed based on switch signals output from the spin switch 57, the 1-bet switch 58, the 3-bet switch 59, the 5-bet switch 60 and the 8-bet switch 61.

At S13, the game process of FIG. 13, described subsequently, is run, and thereafter, at S14, another game process as shown in FIG. 14, described subsequently, is performed and this main process program is complete.

The start receive process program performed on the slot machine 1 will now be described with reference to FIG. 11. FIG. 11 is a flow chart of the start receive process program. At step 11 of the main process program of FIG. 10 the start receive process is run. Firstly, at S21 in FIG. 11, a determination is made on whether a determined period of time (e.g. 15 seconds) has elapsed. If it is determined that the period of time has not elapsed (S21: No) nothing is done and the program proceeds to S23. At S23 a determination is made as to whether there has been an operation of the spin/repeat bet button 12, the 1-bet button 11, the 3-bet button 13, the 5-bet button 14 or the 8-bet button 15. Here, if it is determined that the 1-bet button 11 has not been operated (S23: No), the system returns to S21 and reruns the above described process. On the other hand, if the determination is that the 1-bet button 11 has been operated (S23: Yes) the demo effect is stopped, and the determined activated pay lines L1-L8 are displayed on the lower liquid crystal display 4 and a payout table 123 comprised of the any odds payout table 121 and the line odds payout table 122 shown in FIG. 9 is displayed on the upper liquid crystal display 3. Thereafter, the system returns to the main process program shown in FIG. 10 and proceeds to the lottery process of S12.

The lottery process program performed by the slot machine 1 will now be described with reference to FIG. 12. FIG. 12 is a flow chart of the lottery process program. This lottery process is performed at S12 of the main process program shown in FIG. 10. Firstly, the system proceeds to S31 of FIG. 12 and runs the symbol determination process, here, the symbols to be displayed stopped on each of the variable display parts 22A-22C, 23A-23C and 24A-24C {during the game} (S42 in FIG. 13 below), are determined for each of those variable display parts. Basically, as described above, nine random number values corresponding to each of the variable display parts 22A-22C, 23A-23C and 24A-24C are sampled from within the range 0-127 by the random number sampling circuit 56, and based on the lottery table shown in FIG. 8, the symbols to be displayed stopped are determined via code numbers. Once those symbols to be displayed stopped on the respective variable display parts are determined, at S32 the combination process is performed. At the combination process, basically, as described above, the winning combinations in the activated pay lines L1-L8 and payouts are determined and displayed on the lower liquid crystal display 4, based on the tables stored in the ROM 51 as the payout table 123 of FIG. 9, via code numbers in S31.

Thereafter, the system returns to the main process program of FIG. 10 and proceeds to the game process of S13.

The game process program run by the slot machine 1 will now be described with reference to FIG. 13. FIG. 13 is a flow chart of the game process program. At S13 of the main process program shown in FIG. 10 the game process is run. Firstly, at S41 in FIG. 13 a reel process is run. At this rotation process, basically, each of the images of the symbols comprising the base video reel 100 are made to scroll from the rightward direction to the leftward direction on each of the variable display parts 22A-22C, 23A-23C and 24A-24C, based on the switch signals output from the spin switch 57, the 1-bet switch 58, the 3-bet switch 59, the 5-bet switch 60 and the 8-bet switch 61 received at S11 of FIG. 10.

At S42 the stop control process is run. Basically, this stop control process involves stopping the scrolling of the symbol images of the base video reel 100 on each of the variable display parts 22A-22C, 23A-23C and 24A-24C, based on the lottery results of the symbol determining process at S31 in order that each of the appropriate symbols can be displayed stopped.

At S43 coins are paid out corresponding to the payout set in advance in the payout table 123 shown in FIG. 9, in conformance with the winning combination symbol combinations displayed stopped on each of the variable display parts 22A-22C, 23A-23C and 24A-24C of the activated pay lines L1-L8. At this time the payout of each winning combination is calculated when the winning combinations are formed over the plurality of activated pay lines L1-L8. Accordingly, if for example, a plurality of any odds or line odds are simultaneously formed, coins are paid in an amount equivalent to the amount derived by calculating the respective payouts, which involves multiplying by the appropriate multiple of the payout change information for those odds for which payout change information is displayed on the upper liquid crystal display 3.

Thereafter, the system returns to the main process program of FIG. 10 and proceeds to the other game process of S14.

The other game process program performed by the slot machine 1 will now be described with reference to FIG. 14. FIG. 14 is a flow chart of the other game process program. This other process program is run at S14 of the main process program in FIG. 10. Firstly, at S51 of FIG. 14 a determination is made as to whether or not at least the determined number of scatter 100 symbols are displayed stopped on each of the variable display parts 22A-22C, 23A-23C and 24A-24C of the activated pay lines L1-L8 displayed on the lower liquid crystal display 4. In the case of this embodiment that determined number is three (refer FIG. 15).

If it is determined that at least the determined number of scatter 100 symbols are not displayed stopped (S51: No) the system proceeds to the payout process of S59 described subsequently, while if the determination is that the determined number of scatter 100 symbols are displayed (S51: Yes) the system proceeds to S52.

At S52 the shell contents determination process is performed. Basically, as described above, this involves displaying on the lower liquid crystal display 4, five shells 211 (refer FIG. 16) and then performing a lottery for the contents of each of the five shells 211 using the table (refer FIG. 17) and the random numbers sampled by the random number sampling circuit 56 from within the range 0-127, thereby determining a content for each of those shells 211 that is one from among [A], [B], [10], [20], [30].

At S53, the system waits for the player to select one from among the five shells 211 displayed on the lower liquid crystal display 4 (S53: No), the player being able to select one of the shells by touching the transparent touch panel 201 as described above.

Once the player makes a selection of one of the five shells 211 (S53: Yes), the system proceeds to S54 and the content of the shell 211 thus selected is displayed on the lower liquid crystal display 4. In the case of this embodiment however, the contents of all of the shells 211 are displayed and an arrow appears indicating the shell 211 selected by the player as shown in FIG. 18.

At S55, a determination is made as to whether or not the content of the shell 211 selected by the player indicates a bonus game. In this determination, if the content of the shell 211 selected by the player is [A] or [B], that indicates a bonus game and if the content of the shell 211 thus selected is any of [10], [20] or [30] no bonus game results. If the determination is that the content of the shell 211 selected by the player does not indicate a bonus game (S55: No) the system proceeds to the payout process of S59 described subsequently, while if the determination is that the content of the shell 211 selected by the player does indicate a bonus game (S55: Yes), the system proceeds to S56.

At S56, a determination is made as to whether or not the bonus game is the battle bonus game. For this determination, if the content of the shell 211 selected by the player is [A] the battle bonus game does not result while if the content of the shell 211 selected is [B] the battle bonus game is played. If it is determined that there is no battle bonus game (S56: No) then after another bonus process is performed at S57, the system proceeds to S59. A description of the other bonus game performed at the other bonus process of S57 is not provided here. If on the other hand the determination is that the bonus game is the battle bonus game (S56: Yes), then the system proceeds to S59 after performing the battle bonus process of FIG. 19 at S58, described subsequently.

At S59 the payout process is performed. In this payout process, if at S55 it has been determined that the contents of the shell 211 selected by the player is any of [10], [20] or [30] (S55: No), the appropriate number of coins corresponding to the payout are paid out as each of those values represents a payout. Further, if the player has obtained a payout at the other bonus game at S57 or at the battle bonus game at S58, the appropriate number of coins corresponding to that payout is paid out by this payout process.

Once S59 is run, the main process program of FIG. 10 finishes and then the main process program of FIG. 10 commences anew.

The battle bonus process program performed by the slot machine 1 will now be described with reference to FIG. 19. FIG. 19 is a flowchart of the battle bonus process program. The battle bonus process is run at S58 of the other game process program of FIG. 14. Firstly, at S70 of FIG. 19, the symbol selection process of FIG. 20 is run.

The symbol selection process of FIG. 20 will now be described. FIG. 20 is a flowchart of the symbol selection process program. In this symbol selection process firstly, at S81, a discretionary type of symbol is selected from each of these symbols (except the symbol scatter 101) of the base video reel 100. Basically, in the case of this embodiment, as described above, each of the symbols (except the symbol scatter 101) of the base video reel 100 is selected by using the table (refer FIG. 21) and the random numbers sampled from within the range [0]-[127] via the random number sampling circuit 56. If the value of a random number that is sampled is any of [0]-[63] the corresponding symbol is selected while if the sampled random number value is any of [64]-[127] the corresponding symbol is not selected.

At S82, the symbols selected at S81 are rearranged and the special video reel 221 is recomposed. In the case of this embodiment, the rearrangement of symbols selected is performed by removing those symbols not selected from the symbol arrangement comprising the base video reel 100 shown in FIG. 7, however it is also suitable to have a randomly determined rearrangement sequence.

When the special video reel 221 is recomposed at S82, as described above, the effects displayed in for example FIG. 22 or FIG. 23 are performed on the lower liquid crystal display 4 or the upper liquid crystal display 3. Thus the condition is prepared in which the varying display or stopped display of symbols of the special video reel 221 is displayed on each of the variable display parts 22A-22C, 23A-23C and 24A-24C of the lower liquid crystal display 4.

Once this process at S82 is performed the symbol selection process program of FIG. 20 finishes, the system returns to the battle bonus process program of FIG. 19 and proceeds to S71.

At S71 the lottery process is performed. In this lottery process, the symbols to be displayed stopped on each of the variable display parts 22A-22C, 23A-23C and 24A-24C during the game (S73 below), are determined for each of those variable display parts. Basically, as described above, firstly a random number value starting from 0 is allocated one by one in respect of each of the symbols comprising the special video reel 221 and a new lottery table is created based on the lottery table of FIG. 24. This newly created lottery table (refer FIG. 25) is used to determine the symbols to be displayed stopped, further, based on the lottery table 123 of FIG. 9 the winning combinations and payouts therefor are determined for the activated pay lines L1-L8 shown on the lower liquid crystal display 4.

At S72 the rotation process is run. During this rotation process the image of each of the symbols comprising the special video reel 221 is scrolled from the rightward direction to the leftward direction on each of the variable display parts 22A-22C, 23A-23C and 24A-24C.

At S73 the stop control process is run. Basically, this stop control process involves stopping the movement of the image of each of the symbols comprising the special video reel 221 at each of the variable display parts 22A-22C, 23A-23C and 24A-24C, based on the results of the lottery process performed at S71. In this way the stopped image of each of the symbols is displayed. The player is able to receive the payout set in advance in the payout table 121 shown in FIG. 9 in conformance with the symbol combinations of the winning combinations displayed stopped on those variable display parts. At this time, if a winning combination is formed on a plurality of activated pay lines L1-L8 each of the payouts for the winning combinations is summed up. Further, as described subsequently, when the game is run again in a new game the payout obtained from the new game is summed up.

At S74 a determination is made as to whether or not the number of games played has reached a determined number of times. In the case of this embodiment, that determined number of times is five times. If the determination is that the game has not been played a determined number of times (S74: No), the system returns to S71 and repeats the above described process so that a new game is played. Here, it is not necessary for a new lottery table to be formed, however this can be done. On the other hand, if the determination is that the game has been played a determined number of times (S74: Yes), the system returns to the other game process program of FIG. 14 and proceeds to the payout process of S59. The number of times a game is played is stored in the RAM 52 and the counting is reset back to zero when the system proceeds to the payout process of S59.

When the CPU 50 runs the game process of S13 for the main process program of FIG. 10, the CPU 50 is functioning as the “base game execution means”. When the CPU 50 runs the battle bonus process of S58 for the other game process program of FIG. 14, the CPU 50 is functioning as the “special game execution means”. When the CPU 50 runs the symbols select process of S70 for the battle bonus process program of FIG. 19, the CPU 50 functions as the “symbols select means”.

As described above, the slot machine 1 according to this embodiment of the invention performs both of the slot games comprising the base game and the battle bonus game. When the battle bonus game is performed, the special video reel 221 is recomposed (S82) using the randomly selected symbols from the plurality of different symbols (excluding scatter 101, but including sea turtle 102, mudskipper 103, seahorse 104, hermit crab 105, blue tang 106, ammonite 107, clownfish 108, seal 109 and swordfish 110), these symbols comprising the base video reel 100 used for the base game. The battle bonus game is run (S71-S73) using the special video reel 221 thus recomposed. That is to say the content of the battle bonus game is different to the content of the base game. Moreover, as a special video reel 221 is recomposed for each battle bonus game, the content of the battle bonus game changes each time it is played. For this reason, the battle bonus game provides the player with new stimulation each time.

Various other modifications will be apparent to and can be readily made by those skilled in the art without departing from the scope and spirit of this invention.

For example the trigger to proceed to the shell chance game (S51: Yes) could take a variety of different forms. For example when all of the symbols comprising the base video reel 100 (the nine symbols excluding scatter 101, but including sea turtle 102, mudskipper 103, seahorse 104, hermit crab 105, blue tang 106, ammonite 107, clownfish 108, seal 109 and swordfish 110) are displayed stopped on the variable display parts 22A-22C, 23A-23C and 24A-24C. In this case, the base game is run using the base video reel 100 but excluding the symbol scatter 101.

Further, when the special video reel 221 (refer FIG. 1) is recomposed (S82) before the execution of the battle bonus game, symbols (including the symbol scatter 101) not selected in the symbols comprising the base video reel 100 shown in FIG. 7 can be exchanged for symbols (including the symbol scatter 101) that are selected. In this kind of case, a common lottery table for determining the symbols to be displayed stopped over each of the variable display parts 22A-22C, 23A-23C and 24A-24C can be used both in the base game and in the battle bonus game.

Moreover, the table of FIG. 21 can be made such that the probabilities for selection of the each of the symbols differ.

Again, immediately prior to performance of the lottery process of S12 for the main process program of FIG. 10, the base game can be run by running the symbol selection process of FIG. 20. In this case however, at the symbol selection process of FIG. 20 at S81, random types of symbols can be selected from each symbol of the base video reel 100 including also scatter 101. Further, at the lottery process of S12, by allocating a random number value from 0 one by one in respect of each of the symbols comprising the video reel rearranged at S82 of the symbol selection process of FIG. 20, a new lottery table based on the lottery table of FIG. 24 can be created, the symbols to be displayed-stopped are determined using the new lottery table thus created, and the winning combinations and payouts therefore are determined for the activated pay lines L1-L8 displayed on the lower liquid crystal display 4 based on the payout table 123 of FIG. 9.

That is to say, in this case, the video reel is recomposed (S82) from the symbols randomly selected from the plurality of different symbols (the 10 symbols, including scatter 101, and sea turtle 102, mudskipper 103, seahorse 104, hermit crab 105, blue tang 106, ammonite 107, clownfish 108, seal 109 and swordfish 110), and that recomposed video reel is used to run the base game (S13). Each time that base game is performed changes are added to the content, such that the player receives new stimulation from the base game.

In this case the player receives new stimulation even though the battle bonus game is not run.

The above embodiment has been described taking the example of the slot machine 1 as a typical gaming machine, however the present invention can also be applied to other kinds of gaming machine such as a pachi-slot machine (a Japanese slot-machine), a card gaming machine or a jankyu (combination of Japanese pinball and mahjong) gaming machine.

Also, while the present invention has been described above in more detail, it is apparent to those skilled in the art that the present invention is not limited to the embodiment described in the present invention. The device of the present invention can be embodied in modified or alternative forms without departing from the spirits and scopes of the present invention as set out in the appended claims. Accordingly, the description of the present invention is meant to be illustrative only and not limiting to the scope of the present invention. 

1. A gaming machine comprising: a display on which a plurality of symbols are displayed; and a processor in communication with the display, wherein the processor is operable to determine a plurality of symbols used in a game from the plurality of symbols displayed on the display, and to execute the game using the symbols determined to be used in the game.
 2. The gaming machine according to claim 1, wherein the processor determines a plurality of symbols displayed on the display as a result of the game from the plurality of symbols determined to be used in the game, and if a combination of symbols displayed on the display as the result of the game is a winning combination, the processor gives an award according to a kind of the winning combination.
 3. The gaming machine according to claim 1, wherein the processor is operable to cause the display to display, prior to the commencement of the game, the plurality of symbols determined to be used in the game.
 4. A gaming machine comprising: a display; a memory; and a processor in communication with the display and the memory, wherein the processor is operable to cause the display to display a base game, to determine whether or not a specified condition arises as the base game is run, to determine a plurality of symbols used in a special game from a plurality of different symbols stored in the memory and used in the base game, and to cause the display to display the special game using the plurality of symbols determined to be used in the special game.
 5. The gaming machine according to claim 4, wherein the processor executes the base game using a base video reel comprising the plurality of different symbols used in the base game and the special game using a special video reel comprising the symbols determined to be used in the special game.
 6. The gaming machine according to claim 4, wherein the processor determines a plurality of symbols displayed on the display as a result of the special game, and if a combination of symbols displayed on the display as the result of the special game is a winning combination, the processor gives an award according to a kind of the winning combination.
 7. The gaming machine according to claim 4, wherein the processor is operable to cause the display to display, prior to the commencement of the special game, the plurality of symbols determined to be used in the special game.
 8. A gaming machine comprising: a display; a memory; and a processor in communication with the display and the memory, wherein the processor is operable to determine a plurality of symbols used in a second game from a plurality of different symbols stored in the memory and used in a first game, and to cause the display to display the second game using the symbol determined to be used in the second game.
 9. The gaming machine according to claim 8, wherein the processor executes the second game using a video reel comprising the symbol determined to be used in the second game.
 10. The gaming machine according to claim 8, wherein the processor determines a plurality of symbols displayed on the display as a result of the second game from the plurality of symbols determined to be used in the first game, and if a combination of symbols displayed on the display as the result of the second game is a winning combination, the processor gives an award according to a kind of the winning combination.
 11. The gaming machine according to claim 8, wherein the processor is operable to cause the display to display, prior to the commencement of the second game, the plurality of symbols determined to be used in the second game.
 12. A method of playing a game comprising the steps of: determining a plurality of symbols used in the game from a plurality of symbols; and executing the game using the symbols determined to be used in the game.
 13. The method of playing a game according to claim 12, further comprising the steps of: determining a plurality of symbols displayed as a result of the game from the plurality of symbols determined to be used in the game; and giving an award, if a combination of symbols displayed as the result of the game is a winning combination, according to a kind of the winning combination.
 14. The method of playing a game according to claim 12, further comprising the step of: informing, prior to the commencement of the game, the plurality of symbols determined to be used in the game.
 15. A method of operating a gaming machine having a display, a processor operably coupled to at least one of the display and a memory, the method comprising steps of: causing the display to display a base game; determining whether or not a specified condition arises as the base game is run; determining a symbol used in a special game from a plurality of different symbols stored in the memory and used in the base game; and causing the display to display the special game using a selected symbol.
 16. The method of playing a game according to claim 15, further comprising the steps of: determining a plurality of symbols displayed as a result of the special game from the plurality of symbols determined to be used in the special game; and giving an award, if a combination of symbols displayed as the result of the special game is a winning combination, according to a kind of the winning combination.
 17. The method of playing a game according to claim 15, further comprising the step of: informing, prior to the commencement of the special game, the plurality of symbols determined to be used in the special game. 